LC Karrablast

Conni

katharsis

QC by: AD Thunderboy / Hilomilo / Nineage
GP by: lotiasite / Fireflame479​

[OVERVIEW]
Karrablast has an interesting niche in the LC metagame due to its great Attack, a great ability in No Guard, and the highly powerful Megahorn, which make it a powerful physical attacker that never misses. Karrablast's moderate defenses grant it at least enough bulk to tank most priority and weak neutral attacks, although it is let down by its Bug typing, which has many weaknesses, especially to Stealth Rock, making it easy to target. Karrablast's coverage moves aren't good either, as they are underwhelming and weak, leaving it only with its Bug-type STAB move to deal damage, which isn't really good offensively either.

[SET]
name: Choice Scarf
move 1: Megahorn
move 2: Knock Off
move 3: Drill Run
move 4: Poison Jab / Pursuit
item: Choice Scarf
ability: No Guard
nature: Jolly / Adamant
evs: 236 Atk / 76 Def / 196 Spe


[SET COMMENTS]
Moves
========
Megahorn is Karrablast's most powerful STAB move and is highly spammable with perfect accuracy, which is Karrablast's main niche, hitting Pokemon that are neutral against it like a truck. Knock Off allows Karrablast to remove opposing Eviolites to lower the opposing Pokemon's bulk, which makes them more susceptible to Megahorn afterwards. It also allows Karrablast to hit Ghost-types such as Gastly on the switch and is Karrablast's best option against Flying-types. Drill Run can be used to hit Steel- and Rock-types on the switch, as they would typically switch into a resisted Megahorn, although Karrablast will most likely only be able to 2HKO them. Poison Jab surprises Fairy-types that try to switch into a resisted Megahorn, as they would force out Karrablast otherwise; however, aside from Fairy-types, Poison Jab deals little damage to other Pokemon. Pursuit is an alternative option that can be used to trap Psychic-types such as Abra if Karrablast switches into them, which can provide decent utility for Karrablast's teammates, although Pursuit is generally more niche and the coverage Poison Jab provides, even though it only hits one significant type effectively, will be more useful in certain situations.

Set Details
========
The given Attack and Speed investment alongside a Jolly nature allows Karrablast to hit like a truck and outspeed the entire unboosted metagame and other Pokemon such as +1 Torchic and Choice Scarf Mudbray, which makes it a feared Choice Scarf user alongside its ability and movepool. The Defense EVs allow Karrablast to tank physical attacks more comfortably, which allows it to switch into resisted physical attacks more often. Instead of a Jolly nature, Karrablast can run an Adamant nature to hit harder, although this allows Pokemon with 21 Speed such as Choice Scarf Mudbray, to Speed tie with Karrablast.

Usage Tips
========
Karrablast can be used to revenge kill slower Choice Scarf users, weakened Pokemon, and Pokemon weak to Bug, as it can take them all out with Megahorn or its other moves. Additionally, revenge killing is made much more reliable thanks to No Guard. Karrablast should use Knock Off early-game to weaken opposing Eviolite users so Karrablast or its teammates can take care of them more easily later. Karrablast forces a lot of switches thanks to its powerful Megahorn, so it should be used to force out Pokemon that are weak to it or are physically weak, which gives Karrablast a good opportunity to use Knock Off to remove Eviolites on the switch, although Karrablast should often switch out after using Knock Off. After Pokemon that resist Megahorn and check Karrablast are eliminated, Karrablast can spam Megahorn to sweep late-game. Faster Choice Scarf users can pick Karrablast off quite easily, and some of them are reliable checks to Karrablast as well, so it is also wise to eliminate them from the battle first before Karrablast starts sweeping. Karrablast should try to avoid being setup bait once locked into a move that the opposing Pokemon resists. Due to Karrablast's mediocre defenses, it should stay away from powerful neutral and super effective attacks. If Karrablast runs Pursuit, it should use Pursuit if it can KO the opposing Pokemon or deal significant damage to it if you expect it to switch out, which can help out your teammates and possibly ruin the opposing team's momentum.

Team Options
========
Karrablast appreciates teammates such as Onix, Elekid, and Amaura because they can help it take out Flying-types such as Vullaby and Doduo, which can easily check Karrablast. Furthermore, Rock-types can set up Stealth Rock to aid Karrablast's sweeping. Teammates such as Timburr, Pumpkaboo-XL, and Staryu can help Karrablast deal with Rock-types, which can take all of Karrablast's moves bar Drill Run. Staryu can also help Karrablast by removing Stealth Rock planted by the opposing Rock-types. Karrablast appreciates teammates like Abra, Spritzee, and Vullaby because even though Karrablast resists Fighting, the very common Fighting-types such as Timburr and Mienfoo can still take it out regardless. Karrablast benefits from the company of Mienfoo, Ponyta, and Diglett because they can help remove opposing Steel-types from the battle, which can tank all of Karrablast's moves excluding Drill Run and take it out. Alolan Grimer and Pawniard are good teammates for Karrablast because they can take out the pesky Fairy-types that can wall Megahorn and all of Karrablast's other moves except for Poison Jab. Additionally, they provide beneficial Pursuit trapping. Spinners and Defog users such as Staryu and Vullaby are essential teammates due to Karrablast's weakness to Steath Rock, which chips a lot of its health. Archen in particular is a great teammate to have due to its ability to check Flying-types and some Fighting-types and set up or remove entry hazards.

[STRATEGY COMMENTS]
Other Options
=============
Swords Dance Karrablast is an alternative option for a more offensive approach;(SC) +2 Attack Megahorn is very frightening and can hit even resisted Pokemon devastatingly, making Karrablast insanely hard to switch into. However, Karrablast's Speed makes it outsped quite easily, and it can be KOed easily as well due to common checks that can prevent Karrablast from setting up safely. An Eviolite set focusing more on bulk can be run, although it will get outsped by almost all of its checks and will lose a significant portion of its bulk straight off the bat if it is hit by Knock Off. Aerial Ace can be used as an alternative coverage option that can hit Fighting-type Pokemon on the switch. Life Orb can be used instead of Choice Scarf to instantly hit harder, although Karrablast gets outsped easily, and its frailness doesn't contribute to the fact that it gets KOed quite easily. Return or Double-Edge can do powerful neutral damage, but it provides no super effective coverage and is difficult to fit in a moveslot due to the important need for a coverage move. Shed Skin and Swarm can be used instead to remove status or boost Megahorn, respectively. However, No Guard is absolutely better than these two abilities, as it is one of the crucial parts that make up Karrablast's niche, since it allows Karrablast to have perfect accuracy, especially with Megahorn, which is much more important than status recovery and last-minute boosts.

Checks and Counters
===================
**Bug-resistant Pokemon**: Pokemon that resist Karrablast's main and most powerful move can wall it most of the time at full health, since Karrablast's coverage moves are rather underwhelming even if they do hit super effectively; these Pokemon that resist Megahorn can proceed to wall Karrablast and either weaken or KO it if it doesn't switch out. Pokemon that can resist Megahorn include Fighting-types such as Mienfoo, Fairy-types such as Spritzee, Steel-types such as Pawniard, Fire-types such as Larvesta, and Flying-types such as Vullaby. Additionally, some of these Pokemon can also use Karrablast as setup bait if they take advantage of their resistance to Bug.

**Rock-types**: Rock-type Pokemon such as Onix, Tirtouga, and Omanyte can take on everything Karrablast has to offer except for Drill Run and can take it out easily with a super effective Rock-type STAB move. They can also set up Stealth Rock before Karrablast switches in to inflict decent residual damage.

**Faster Choice Scarf Users**: As Karrablast is a rather slow Choice Scarf user, faster ones such as Doduo and Gastly can outspeed it and attack it with powerful moves, which either heavily damage or KO it, preventing Karrablast from revenge killing efficiently. Choice Scarf Vullaby and Rufflet, which are bulkier than the two previously mentioned Pokemon, can also take on Karrablast with ease by outspeeding Karrablast, resisting Karrablast's moves, and later taking it out.
 
Last edited:

Xayah

San Bwanna
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There are quite a few grammar issues in here, but I trust those will be fixed in write up.

[OVERVIEW]
  • Don't mention SD here anymore.
  • Don't say Bug is a good typing at all; it's bad. While it gives Karrablast a resistance to Fighting, it loses to most Fighting-types anyway (as you said), and it's weak to Fire, Rock, and Flying, all of which are at least somewhat common in LC. It especially leaves it weak to Rocks.
  • Emphasise its powerful STAB Megahorn not missing in your No Guard line, as that is Karrablast's main niche. This should also be what your overview starts with.
  • Mention examples of the good offensive moves you say Karrablast has.
  • Your last sentence doesn't make sense. Adamant Karrablast hits 15 Speed, which is 22 after Scarf, and Jolly hits 16 -> 24. Diglett is 20. Scarf Karrablast does outspeed the unboosted metagame, but it is outsped by many opposing like Doduo and Chinchou.

[SET]
name: Choice Scarf

good

[SET COMMENTS]
Moves
========
  • Mention examples of Ghost-types that hate Knock Off (Pumpkaboo-XL and Gastly work)
  • Again, examples in the Drill Run line (Onix, Magnemite, Ponyta)
  • And examples of Fairies (Spritzee, Snubbull)
  • Again mention examples of Psychic-types (Abra is the best here)
Set Details
========
  • Karrablast does not hit 19.5 Speed. First off, Pokemon floors all values, so it would be 19. Second, Jolly Blast hits 16, and 16*1.5=24. Adamant is 15, 15*1.5=22.5 -> 22.
  • Mention No Guard here.
  • Mention that an Adamant nature means Karrablast is outsped by Scarf Pawniard and Rufflet, as well as Modest +2 Clamperl, which is bad.
Usage Tips
========
  • Again, Karrablast does outspeed the entire unboosted metagame
  • Mention that Karrablast should try to use Knock Off often in the early game in order to weaken its switch-ins
  • Mention that Karrablast can be used as a late game cleaner if the opponents Bug resists are weakened or KOd
Team Options
========
  • Change Grimer into Alolan Grimer. It's much better than it's Kantonian cousin.[STRATEGY COMMENTS]
Other Options
=============
  • SD should be in here, as it makes Megahorn insanely hard to switch into. However, Karrablast's mediocre Speed and bad defensive typing makes it difficult to set up and sweep or wallbreak.
Checks and Counters
===================
  • Mention that Croagunk has to fear Drill Run
  • If the only example of physical walls you give is Spritzee, just remove the section since you already mention it in Fairy-types

Nice work, QC 1/3
QC Stamp final.gif
 

Hilomilo

High-low My-low
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Overview
This is honestly quite messy. You have a lot of points in which there are both good and bad things mentioned, when really you should separate good from bad when writing with bullet points. I'll just look over the entire overview so it'll be easier for you to look at and implement:
  • Has a decent Speed stat and a good Attack stat You need to tell us what exactly this does for Karrablast, as in what do its good stats allow it to function as and on what teams?
  • Has moderate defensive stats
  • Has a poor defensive Bug typing which makes it weak to Stealth Rock and common types, and the only useful attribute of the Bug typing is that it resists Fighting but it is weak to all the other common types such as Fire-, Flying-, and Rock-types I would remove the part where you talk about its Fighting-type resistance, since this line's point seems to revolve around types that Karrablast is weak to.
  • Although typically single Bug typing isn't very good defensively it allows Karrablast to switch into most Fighting-type moves, although it can't usually defeat the common Fighting-types such as Timburr This line needs some rewording. Just say that despite Karrablast's Fighting-type resistance, it isn't actually useful as it loses to all of the tier's common Fighting-types (give examples as well)
  • Has access to a great ability in No Guard which allows it to always hit any Pokemon and allows Karrablast to use low accuracy moves with ease, this allows Karrablast to hit Megahorn with perfect accuracy which is its niche such as its most powerful STAB option in Megahorn, as well as Drill Run. (the wording before was a little funky)
  • Karrablast has access to good offensive moves such as Megahorn and Drill Run Remove this, as I'm having you mention these moves in the previous point.
  • With the Choice Scarf, Karrablast can outspeed the entire unboosted metagame although it is slower to most of the other Choice Scarf users such as Doduo and Chinchou Change this in only saying that it's still outsped by other common Choice Scarf users, as saying it outpaces the entire unboosted metagame with a Choice Scarf is better info for usage tips.
You also need to reorder your points, as good things about Karrablast should always be mentioned before bad. Make sure every pro is gone over, then talk about the drawbacks that come with using Karrablast.

Set
name: Choice Scarf
move 1: Megahorn
move 2: Knock Off
move 3: Drill Run
move 4: Poison Jab
item: Choice Scarf
ability: No Guard
nature: Jolly / Adamant
evs: 236 Atk / 76 Def / 196 Spe

Abra's really the only Pursuit target, but can now KO Karrablast with Counter. The move also doesn't offer much coverage anyways since Knock Off is always used, which is why I think you should remove it.

Moves
* I don't think you need to say 'due to its high base power' in your Megahorn line. Saying it hits very hard is good enough.
* Also in your Megahorn line, replace 'can be very effectively used' with 'has perfect accuracy'
* Specify in your Knock Off line that Karrablast is weakening foes by removing their Eviolites.
* You don't need to say that Drill Run hits your listed examples on the switch. That's better information for usage tips, so removed everything in that line beyond Ponyta.
* Your Poison Jab line is worded rather oddly. Reword the whole thing in saying something like, "Poison Jab hits Fairy-types such as Spritzee and Snubbull super effectively, as both otherwise wall Karrablast." What you have atm is a bit of a run on sentence and confusing.
* Reword the Pursuit line so it sounds like a less preferable option. Tell us that it traps Abra and other Psychic-types that would typically switch out, but that Karrablast will be unable to hit Fairy-types for sufficient damage without Poison Jab and that Abra commonly carries Counter anyway.

Set Details
* Your line regarding the Attack and Speed investment is really long and kinda confusing, so condense it a little. It should sound something like, "The given Attack and Speed investment allows Heracross to hit as hard as possible (you don't need to say with Megahorn btw) and outpace the entire unboosted metagame with a Choice Scarf."
* Talk about the defensive investment in a different line so that the whole thing isn't super compact, and say that it helps Karrablast tank hits a little more comfortably.
* In your Choice Scarf line, remove "which allows Karrablast outspeed its targets and become a revenge killer to some faster Pokemon which are mostly other Choice Scarf users" - this sentence drags on and all the information here isn't really necessary or is redundant.
* Remove 'excluding Diglett' in your line about Jolly nature, as Karrablast actually does outspeed Diglett with a Jolly nature and Choice Scarf.
* Don't say 'if Karrablast is more offensively oriented' - Choice Scarf users are always as offensively oriented as possible. You also should reword the Adamant nature line, as its also quite run on. Say something like, "If Karrablast wants to hit harder, it can use an Adamant nature, though it will be outsped by the likes of Choice Scarf Rufflet and Vullaby, which is rather troublesome."

Usage Tips
* Your first line is honestly kind of a mess. Remove "Even though Karrablast outspeeds the entire unboosted metagame", change 'faster' to 'slower', and elaborate on why No Guard makes revenge killing easier (Karrablast's moves have perfect accuracy).
* Don't talk about Pursuit in your third line, since it won't likely be used by Karrablast. Instead just say that Karrablast should use Knock Off when predicting switches to decrease the bulk of its would be switch-ins and remove them easily later on.

Team Options
* Remove your first line, it's unnecessary fluff.
* In your Flying-type check line, remove "especially Vullaby which also resists Knock Off and doesn't mind it most of the time" - this isn't necessary information.
* In your Rock-type line, remove "although they have to watch out for Drill Run, most of them don't get OHKOed by it but they OHKO Karrablast instead" - also unnecessary.
* In your Archen line, replace 'deserves a special mention' with 'in particular'. You also should move this mention to the bottom of the section, as you don't even talk about entry hazard support before talking about Archen.
* Remove "but need to watch out for Drill Run" in your Steel-type line, isn't necessary info.
* "although they can fall victim to an unexpected Poison Jab" should be removed from your Fairy-type line.
* Your line on entry hazard support should be split in two. One line should say something like "Entry hazard support from the likes of *examples* can aid Karrablast in securing KOs against *examples*" and the other should say "Entry hazard removal from the likes of *examples* is also helpful, as Karrablast will have limited switch-in opportunities with Stealth Rock on the field due to its Bug-typing.

Other Options
* Remove Choice Band as an option and only mention Life Orb, as Choice Band has nearly identical damage rolls as Life Orb what with LC's weird HP mechanics. In the same line, replace "full-on offensive Pokemon" with "more powerful threat" and also replace "this makes it too frail and makes it so it can be KOed easily" with "this makes it susceptible to revenge killers due to its poor Speed and average bulk."
* In your Shed Skin/Swarm line, remove "which you can just evade by switching into something else, and a Megahorn boost; if not running No Guard, X Scissor can be used instead for better accuracy but its power is underwhelming" - unnecessary info
* Move Swords Dance to the top of this section, as it's the most viable other option.

Checks and Counters
* Your whole Fighting-type line is really run on and needs to be condensed. Say something like, "Bulky Fighting-types such as Mienfoo and Timburr are capable of tanking Megahorn and threatening Karrablast with Knock Off or other coverage." Also, remove Croagunk as a specific mention. It's the most vulnerable to Karrablast, actually, since it loses to Drill Run on the switch.
* In your Flying-type line, remove "although Vullaby might have to watch out for powerful neutral damage"
* Your Fairy-type section is also quite messy. Reword the whole thing completely to something like, "Fairy-types such as Snubbull and Spritzee resist Megahorn and as a result, can use Karrablast as setup fodder, attack it, or cripple it with status." What you have right now is much too long and confusing.
* In your Fire-type line, remove "except for Drill Run and some may not benefit from getting their item removed" and replace "resist" with "tank"
* Remove "especially bulky ones" in your Rock-type section.
* Add a Steel-type section. Give examples, say that they can tank all of Karrablast's hits bar Drill Run, and in return threaten it with powerful STAB attacks.
* I'd also add a faster Choice Scarf users section. Give examples (Doduo and Gastly are good ones) and say that they can take advantage of Karrablast's rather average bulk to heavily weaken or revenge kill it.

This is a lot to implement. Once you think absolutely all of this has been implemented, hmu on discord and I'll give this a final look-over.

Edit: Looks good, just implement the changes I've told you to make on discord. 2/3
 
Last edited:

Nineage

Pugnacious.
is a Programmeris a Community Contributoris a Tiering Contributoris a Top Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
Lets do this

[OVERVIEW]
  • you have to specify in the first sentence that STAB megahorn + No Guard + good attack makes it a powerful physical attacker - please restructure the first two sentences to reflect this
  • "Karrablast's defenses are rather moderate which allow it to tank most resisted moves although some neutral attacks might pose a problem" - this is super non-specific and basically gives no information. Id say that its defenses give it enough bulk to tank most priority and weak neutral attacks, but it's let down by a typing that gives it a myriad of weaknesses (this can be combined with the next sentence)
  • Talk about how Karrablast's coverage options are pretty underwhelming and tend to be low power, which leaves it reliant on bug stab (which kinda is dong offensively) to deal damage

[SET]
name: Choice Scarf
move 1: Megahorn
move 2: Knock Off
move 3: Drill Run
move 4: Poison Jab / Pursuit
item: Choice Scarf
ability: No Guard
nature: Jolly / Adamant
evs: 236 Atk / 76 Def / 196 Spe


[SET COMMENTS]
Moves
========
yeah im readding pursuit to slashes
mention that knock off is also karrablasts best option for hitting flying types
mention in the poison jab/megahorn points that pjab does little damage except to fairies (neither of the most common 2 which it can 2hko), and the utility that pursuit adds to the team
i don't think this is a good comparison between pursuit and pjab at all at the end - just say pursuit is more niche, and the coverage pjab provides, though limited, will be more useful in a lot of situations

Set Details
========
talk about some 21 speed scarfers that you outspeed by going with Jolly, neither of the examples you gave hit 21 speed with a scarf, and both outspeed karrablast regardless of what speed it runs. better examples might be +1 torchic, or scarf mudbray

Usage Tips
========
revenge killing isnt made easier by No Guard, its made more reliable
you talk about using Knock Off on predicted switches, but add that Karrablast should often be switched out after using Knock Off
talk about the danger of becoming setup bait when locking into coverage moves due to their low bp
mention avoiding powerful neutral or super effective attacks since to mediocre defenses
make sure to say faster scarfers should be removed for karrablast to sweep
talk about the situations in which to use pursuit, if it is run

Team Options
========
  • This section in general feels a little bit too much like checks & counters. I would change the format so it begins with something about how Karrablast appreciates partners that can deal with types that resist bug, then list checks to each of those types.
  • Specifically add a mention for general entry hazard setters since they let karrablast take advantage of the switches it forces

[STRATEGY COMMENTS]
Other Options
=============
Mention a bulkier evio set (with the problems obviously being that you get outsped and everything carries se coverage)

Checks and Counters
===================
  • There should absolutely not be this many sections in CC, and as it stands, it is super repetitive. I would literally combine all of these into one section called something like "Pokemon that resist Megahorn", and then briefly mention each type and some notable examples. Keep in mind that you can't say most of these resist everything Karrablast can throw at them (which you do again and again) when it hits most of these super effectively - it just doesn't hit them particularly hard. I feel bad making u write one big paragraph like this, but i think its the best way to go.
  • Talk about Scarf Vull and Rufflett under faster scarfers

There's enough substantial rewriting that I think should be done that I'm not stamping this until its implemented and I can read it over. Feel free to tag me on Discord when you think you've implemented and we can go over it and stamp.
 

Conni

katharsis
Couldn't find you on discord so here's a smogon tag.
Nineage, I implemented the contents of your QC check, do you have any further comments for this?
 

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
is this still good for gp? it wasn't posted in the queue so we didn't know about it, sorry
 

lotiasite

undedgy
is a Forum Moderatoris a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
hi, gp 1/2

[OVERVIEW]
Karrablast has an interesting niche in the LC metagame due to its great Attack, a great ability in No Guard, and the highly powerful Megahorn, (AC) which makes make it a powerful physical attacker that never misses. Karrablast's moderate defenses grant it at least enough bulk to tank most priority and weak neutral attacks, (AC) although it is further let down by its Bug typing, (AC) which has many weaknesses, especially to Stealth Rock, (AC) making which makes it easy to target. Karrablast's coverage moves aren't isn't as good (as good as what?) either, (AC) as they are underwhelming and weak, low on power which leaves leaving it only with its Bug-type STAB move, which isn't really good offensively either, to deal damage.

[SET]
name: Choice Scarf
move 1: Megahorn
move 2: Knock Off
move 3: Drill Run
move 4: Poison Jab / Pursuit
item: Choice Scarf
ability: No Guard
nature: Jolly / Adamant
evs: 236 Atk / 76 Def / 196 Spe


[SET COMMENTS]
Moves
========
Megahorn is Karrablast's most powerful STAB move which and is highly spammable with perfect accuracy, (AC) which is Karrablast's main niche, it hits hitting Pokemon that are neutral against it like a truck. Knock Off allows Karrablast to remove opposing Eviolites to lower the opposing Pokemon's bulk, (AC) which makes them more susceptible to Megahorn afterwards.(period) It also allows Karrablast to hit Ghost-types such as Gastly on the switch and is; Knock Off is also Karrablast's best option against Flying-types. Drill Run is one of Karrablast's coverages moves which can be used to hit Steel-, (RC)and Rock-types on the switch, (AC) as they would typically switch into a resisted Megahorn, although Karrablast will most likely only be able to 2HKO them. Poison Jab is also another coverage move which Karrablast uses to surprises Fairy-types, (AC) which try to switch into a resisted Megahorn, (AC) as they would force out Karrablast otherwise; although however, aside from Fairy-types, Poison Jab deals little damage to other Pokemon. Pursuit is an alternative option which that can be used to trap Psychic-types such as Abra if Karrablast switches into them, (AC) which can provide decent utility for Karrablast's teammates, although generally Pursuit is generally more niche and that the coverage Poison Jab provides, even though it only hits one significant type effectively, will be more useful in certain situations.

Set Details
========
The given Attack and Speed investments alongside the a Jolly nature allows Karrablast to hit like a truck while outspeeding and outspeed the entire unboosted metagame and other Pokemon such as +1 Torchic and Choice Scarf Mudbray with 22 Speed (what's this? you mean 22 speed mudbray or karrablast reaches 22 speed), (AC) which makes it a feared Choice Scarf user alongside its ability and movepool. The Defense EVs allow Karrablast to tank physical attacks more comfortably, (AC) which allows it to switch into resisted physical attacks more often. Instead of a Jolly nature, Karrablast can run an Adamant nature to hit harder, (AC) although this allows Pokemon with 21 Speed to Speed tie with the former Karrablast.

Usage Tips
========
Karrablast can be used as a revenge killer to revenge kill slower Choice Scarf users, weakened Pokemon, and Pokemon weak to Bug, as it can take them all out with Megahorn or its other moves.(period) Additionally, (AC) revenge killing is made much reliable thanks to No Guard. Karrablast should use Knock Off early-game to weaken opposing Eviolite users so Karrablast or its teammates can take care of them more easily later. Karrablast forces a lot of switches thanks to its powerful Megahorn, (AC) so it should be used to force out Pokemon that are weak to it or are physically weak, (AC) which gives Karrablast a good opportunity to use Knock Off to remove Eviolites on the switch, although Karrablast should often switch out after a Knock Off. After Pokemon that resist Megahorn and check Karrablast are eliminated, Karrablast can go on a Megahorn spamming sweep late-game. Faster Choice Scarf users can pick Karrablast off quite easily, as and some of them are reliable checks against to Karrablast as well, so it is also wise to eliminate them from the battle first before Karrablast starts sweeping. Karrablast should try to avoid being set up setup bait once locked into a move that the opposing Pokemon resists. Due to Karrablast's mediocre defenses, it should stay away from powerful neutral and super effective attacks. If Karrablast runs Pursuit, it should use it Pursuit if it can KO the opposing Pokemon or deal significant damage to it if you expect it to switch out, (AC) which can help out your teammates and possibly ruin the opposing team's momentum.

Team Options
========
Karrablast appreciates teammates such as Onix, Elekid, and Amaura because they can help Karrablast take out Flying-types such as Vullaby and Doduo, (AC) which can easily check Karrablast.(period) Furthermore, (AC) Rock-types can also set up Stealth Rock to aid Karrablast's sweeping. Teammates such as Timburr, Pumpkaboo-XL, and Staryu can help Karrablast deal with Rock-types, (AC) which can take all of Karrablast's moves bar Drill Run.(period) Staryu can also help Karrablast by removing Stealth Rock planted by the opposing Rock-types. Karrablast appreciates teammates like Abra, Spritzee, (AC) and Vullaby because even though Karrablast resist Fighting-types, the very common ones such as Timburr and Mienfoo can still take out Karrablast regardless. Karrablast benefits from the company of Mienfoo, Ponyta, and Diglett because they can help remove opposing Steel-types from the battle, (AC) which since they can tank all of Karrablast's moves excluding Drill Run and take it out. Alolan Grimer and Pawniard are good teammates for Karrablast because they can take out the pesky Fairy-types which that can wall Megahorn and all of Karrablast's other moves except for Poison Jab.(period) Additionally, (AC) they also provide beneficial Pursuit trapping as well. Spinners and Defog users such as Staryu and Pumpkaboo-XL (wait how does pump-xl remove hazards?) are essential teammates due to Karrablast's weakness to Steath Rock, (AC) which chips a lot of its health, this makes Pokemon like Staryu and Pumpkaboo-XL handy teammates. Archen in particular is a great teammate to have due to its ability to check Flying-types, (RC) and some Fighting-types and set up or remove entry hazards.

[STRATEGY COMMENTS]
Other Options
=============
Swords Dance Karrablast is an alternative option for a more offensive approach because +2 Attack Megahorn is very frightening and can hit even resisted types Pokemon devastatingly, (AC) making and this makes Karrablast insanely hard to switch into.(AP) However, although Karrablast's Speed allows it to be outsped quite easily, (AC) and it can be KOed easily as well due to common checks that can easily prevent Karrablast from setting up safely. (this sentence was extremely long and awkward) A bulkier Eviolite set focusing on a more defensive orientation can be utilized, (AC) although it will virtually get outsped by almost all of its checks and it will lose a significant portion of its bulk straight off the bat if it is hit by Knock Off. Aerial Ace can be used as an alternative coverage option which that can hit Fighting-type Pokemon on the switch. The Life Orb can be used instead of the Choice Scarf variant to instantly hit harder, (AC) although it Karrablast gets outsped easily and its frailness doesn't contribute to the fact that it gets KOed quite easily. Return or Double-(AH)Edge can do powerful neutral damage, (AC) but it provides no super effective coverage and is difficult to fit in a moveslot due to the important need for a coverage move. Shed Skin and Swarm can be used instead to remove status or boost Megahorn, (AC) respectively.(period) However, No Guard is absolutely better than these two abilities, (AC) as it is one of the crucial parts that make up Karrablast's niche, (AC) since as it allows it Karrablast to have perfect accuracy, especially with Megahorn, (AC) which is much more important than status recovery and last-(AH)minute boosts. (if no guard is absolutely better than why are they even in other options; ie why would you ever use them)

Checks and Counters
===================
**Pokemon that resist Megahorn Bug-resistant Pokemon**: Pokemon that resist Karrablast's main and most powerful move can wall it most of the time at full health, (AC) since Karrablast's coverage moves are rather underwhelming even if they do hit super effectively; these Pokemon that resist Megahorn can proceed to wall Karrablast and either weaken or KO it if it doesn't switch out. Types and Pokemon that can resist Megahorn include Fighting-types such as Mienfoo, Fairy-types such as Spritzee, Steel-types such as Pawniard, Fire-types such as Larvesta, and Flying-types such as Vullaby.(period) Additionally, (AC) some of these Pokemon can also use Karrablast as set up setup bait if they take advantage of their resistance against to Bug.

**Rock-types**: Rock-type Pokemon such as Onix, Tirtouga, and Omanyte can take on everything Karrablast has to offer except for Drill Run and can take it out easily with a super effective Rock-type STAB move. They can also set up Stealth Rocks before Karrablast switches in to inflict decent residual damage.

**Faster Choice Scarf Users**: As Karrablast is a rather slow Choice Scarf user, faster ones such as Doduo and Gastly can outspeed it and attack its moderate bulk with powerful moves, (AC) which either heavily damage it or KO it, (AC) preventing which prevents Karrablast from revenge killing efficiently. Choice Scarf Vullaby and Rufflet, which are more bulkier than the two previously mentioned Pokemon, (AC) can also take on Karrablast with ease by outspeeding Karrablast and resisting Karrablast's moves and later take it out.

a lot of splice commas and minor errors :[
 

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[OVERVIEW]
Karrablast has an interesting niche in the LC metagame due to its great Attack, a great ability in No Guard, and the highly powerful Megahorn, which make it a powerful physical attacker that never misses. Karrablast's moderate defenses grant it at least enough bulk to tank most priority and weak neutral attacks, although it is let down by its Bug typing, which has many weaknesses, especially to Stealth Rock, making it easy to target. Karrablast's coverage moves aren't good either, as they are underwhelming and weak, leaving it only with its Bug-type STAB move to deal damage, which isn't really good offensively either,(RC) to deal damage.

[SET]
name: Choice Scarf
move 1: Megahorn
move 2: Knock Off
move 3: Drill Run
move 4: Poison Jab / Pursuit
item: Choice Scarf
ability: No Guard
nature: Jolly / Adamant
evs: 236 Atk / 76 Def / 196 Spe


[SET COMMENTS]
Moves
========
Megahorn is Karrablast's most powerful STAB move and is highly spammable with perfect accuracy, which is Karrablast's main niche, hitting Pokemon that are neutral against it like a truck. Knock Off allows Karrablast to remove opposing Eviolites to lower the opposing Pokemon's bulk, which makes them more susceptible to Megahorn afterwards. It also allows Karrablast to hit Ghost-types such as Gastly on the switch and is Karrablast's best option against Flying-types. Drill Run can be used to hit Steel- and Rock-types on the switch, as they would typically switch into a resisted Megahorn, although Karrablast will most likely only be able to 2HKO them. Poison Jab surprises Fairy-types,(RC) which that try to switch into a resisted Megahorn, as they would force out Karrablast otherwise; however, aside from Fairy-types, Poison Jab deals little damage to other Pokemon. Pursuit is an alternative option that can be used to trap Psychic-types such as Abra if Karrablast switches into them, which can provide decent utility for Karrablast's teammates, although Pursuit is generally more niche and that the coverage Poison Jab provides, even though it only hits one significant type effectively, will be more useful in certain situations.

Set Details
========
The given Attack and Speed investment alongside the a Jolly nature allows Karrablast to hit like a truck and outspeed the entire unboosted metagame and other Pokemon such as +1 Torchic and Choice Scarf Mudbray, which makes it a feared Choice Scarf user alongside its ability and movepool. The Defense EVs allow Karrablast to tank physical attacks more comfortably, which allows it to switch into resisted physical attacks more often. Instead of a Jolly nature, Karrablast can run an Adamant nature to hit harder, although this allows Pokemon with 21 Speed (an example or two would be nice here) to Speed tie with Karrablast.

Usage Tips
========
Karrablast can be used to revenge kill slower Choice Scarf users, weakened Pokemon, and Pokemon weak to Bug, as it can take them all out with Megahorn or its other moves. Additionally, revenge killing is made much more reliable thanks to No Guard. Karrablast should use Knock Off early-game to weaken opposing Eviolite users so Karrablast or its teammates can take care of them more easily later. Karrablast forces a lot of switches thanks to its powerful Megahorn, so it should be used to force out Pokemon that are weak to it or are physically weak, which gives Karrablast a good opportunity to use Knock Off to remove Eviolites on the switch, although Karrablast should often switch out after a using Knock Off. After Pokemon that resist Megahorn and check Karrablast are eliminated, Karrablast can go on a spam Megahorn spamming to sweep late-game. Faster Choice Scarf users can pick Karrablast off quite easily, and some of them are reliable checks to Karrablast as well, so it is also wise to eliminate them from the battle first before Karrablast starts sweeping. Karrablast should try to avoid being setup bait once locked into a move that the opposing Pokemon resists. Due to Karrablast's mediocre defenses, it should stay away from powerful neutral and super effective attacks. If Karrablast runs Pursuit, it should use Pursuit if it can KO the opposing Pokemon or deal significant damage to it if you expect it to switch out, which can help out your teammates and possibly ruin the opposing team's momentum.

Team Options
========
Karrablast appreciates teammates such as Onix, Elekid, and Amaura because they can help Karrablast it take out Flying-types such as Vullaby and Doduo, which can easily check Karrablast. Furthermore, Rock-types can set up Stealth Rock to aid Karrablast's sweeping. Teammates such as Timburr, Pumpkaboo-XL, and Staryu can help Karrablast deal with Rock-types, which can take all of Karrablast's moves bar Drill Run. Staryu can also help Karrablast by removing Stealth Rock planted by the opposing Rock-types. Karrablast appreciates teammates like Abra, Spritzee, and Vullaby because even though Karrablast resist resists Fighting, the very common ones Fighting-types such as Timburr and Mienfoo can still take it out Karrablast regardless. Karrablast benefits from the company of Mienfoo, Ponyta, and Diglett because they can help remove opposing Steel-types from the battle, which can tank all of Karrablast's moves excluding Drill Run and take it out. Alolan Grimer and Pawniard are good teammates for Karrablast because they can take out the pesky Fairy-types that can wall Megahorn and all of Karrablast's other moves except for Poison Jab. Additionally, they provide beneficial Pursuit trapping as well (redundant with "additionally"). Spinners and Defog users such as Staryu and Vullaby are essential teammates due to Karrablast's weakness to Steath Rock, which chips a lot of its health. Archen in particular is a great teammate to have due to its ability to check Flying-types and some Fighting-types and set up or remove entry hazards.

[STRATEGY COMMENTS]
Other Options
=============
Swords Dance Karrablast is an alternative option for a more offensive approach;(SC) because +2 Attack Megahorn is very frightening and can hit even resisted Pokemon devastatingly, making Karrablast insanely hard to switch into. However, Karrablast's Speed allows it to be makes it outsped quite easily, and it can be KOed easily as well due to common checks that can easily prevent Karrablast from setting up safely. An Eviolite set focusing more on bulk can be run, although it will get outsped by almost all of its checks and will lose a significant portion of its bulk straight off the bat if it is hit by Knock Off. Aerial Ace can be used as an alternative coverage option that can hit Fighting-type Pokemon on the switch. Life Orb can be used instead of Choice Scarf to instantly hit harder, although Karrablast gets outsped easily,(AC) and its frailness doesn't contribute to the fact that it gets KOed quite easily. Return or Double-Edge can do powerful neutral damage, but it provides no super effective coverage and is difficult to fit in a moveslot due to the important need for a coverage move. Shed Skin and Swarm can be used instead to remove status or boost Megahorn, respectively. However, No Guard is absolutely better than these two abilities, as it is one of the crucial parts that make up Karrablast's niche, since it allows Karrablast to have perfect accuracy, especially with Megahorn, which is much more important than status recovery and last-minute boosts.

Checks and Counters
===================
**Bug-resistant Pokemon**: Pokemon that resist Karrablast's main and most powerful move can wall it most of the time at full health, since Karrablast's coverage moves are rather underwhelming even if they do hit super effectively; these Pokemon that resist Megahorn can proceed to wall Karrablast and either weaken or KO it if it doesn't switch out. Pokemon that can resist Megahorn include Fighting-types such as Mienfoo, Fairy-types such as Spritzee, Steel-types such as Pawniard, Fire-types such as Larvesta, and Flying-types such as Vullaby. Additionally, some of these Pokemon can also use Karrablast as setup bait if they take advantage of their resistance to Bug.

**Rock-types**: Rock-type Pokemon such as Onix, Tirtouga, and Omanyte can take on everything Karrablast has to offer except for Drill Run and can take it out easily with a super effective Rock-type STAB move. They can also set up Stealth Rock before Karrablast switches in to inflict decent residual damage.

**Faster Choice Scarf Users**: As Karrablast is a rather slow Choice Scarf user, faster ones such as Doduo and Gastly can outspeed it and attack it with powerful moves, which either heavily damage it or KO it, preventing Karrablast from revenge killing efficiently. Choice Scarf Vullaby and Rufflet, which are bulkier than the two previously mentioned Pokemon, can also take on Karrablast with ease by outspeeding Karrablast,(AC) and resisting Karrablast's moves,(AC) and later take taking it out.
GP 2/2
 
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